I am working on a Guild game for my players. The whole idea of the game is t hat my PC's are going to be joining/ Re-inventing a Guild. The Guild has been "dead" for some time and only 1 or 2 of the PC's have actually heard of t he guild, either through Family heritage or through stories from the elderly. EACH PC will have 3 individual Characters and they will have to re-acquire a guild hall ( the original hall fell in a battle MANY MANY years ago)

In their spare time i will have them rolling Prof. checks or craft checks to aid what ever local town/city's citizens, and to raise funds and reputation for the guild. If need be on missions the PC's will be using multiple characters on missions that require larger forces of arms or greater tactics.

HERE'S Where i have an issue. The other major guilds of the area i want them to be based around the 7 deadly sins, with that being said, their guild leaders are the leading council members of the capital city (also the ONLY Metropolis in the game). This is of course done in secret and no one, not even the actual guild members know who their leaders are. Only the guild members under the leaders know their real Identities and these individuals ACT as the Leaders of the guild as far as their members know. ( and no the guilds will NOT be named after their SINS directly)( so it wont be like "HEY come Join Guild Gluttony", they will have some name that does associate with the sin though.)

The Guilds are ALSO AGAINST EACH OTHER, with each one wanting to be top dog. So theirs a lot of fighting and "GUILD PRIDE" going on.

Now the issue i have is this:

EACH GUILD is a representation of their guilds SIN. (EXAMPLE: Members of the Greed Guild are exceptionally greedy. They want it ALL! Money, power, Women (men), ALL of It.) SO...............

what Characteristics would members of each guild have?

What Tactics do you think their members would use in Battle?

What races do you think fit in each guild?

EX: Orcs with WRATH, Elves with PRIDE ?

What Activities would each guild work with?

EX: would members of the PRIDE guild work for the city guard in secret? Would members of SLOTH work in Drug Dens?

What Schools of MAGIC would you associate with each SIN?

Would CONJURATION be more associated with SLOTH or maybe be their PRIMARY school focus?

WHERE would the Guilds HQ be hidden?

THIS ONE I think will be the Hardest because I Think it requires more thought. Sure its easy to say that GREED'S HQ could be hidden in the cities largest Bank, but what about WRATH? would their HQ be hidden under the city, maybe under the Docks of the city, some place that feeds their Anger twords the others?[/list]The sins are as follows( for those whom dont know)

I can see why you would say Arena or Post Office, but thats more or less the enviornent. I want their guild HQ's to be located in areas that are the source of their sin. An Areana could work but it seems a little too obvious, I was thinking for WRATH, maybe have their guild hall "cast aside", almost as if it was "too late to pick a place" and just got tossed some where, almost to be forgotten. This is why i was thinking maybe underground or even under the ocean, cast aside some place out of sight.

Though with that being said, an "underground" fighting areana could work.

The Guild of Wrath is the Guild of grudges, violence, uncontrolled anger and self destructive behaviors. Like the Sith, the Guild of Wrath is guided by it's emotions, and members react, rather than reflect. Violence is their first, last, and only answer. They have long memories and keep records of those who wrong them, and make their plans to enact their vengeance. Guild members are physical in nature. Older members and higher ranking members are more canny, and understand that a fist in the face or knife in the neck isn't always the best answer. Sometimes an exquisite planned gambit can cause more ruin and pleasure.

What Tactics do you think their members would use in Battle?

Anything that works.

What races do you think fit in each guild?

Humans, dwarves, and orcs are given.

Guild Hall?

The Temple of Grudges, the Altar of Retribution, The Hall of Red Painted Walls

Question: how modern is this setting? Stereotypical fantasy (based on Medieval ages) or more modern?

LUST -

Guild HallBrothel, if more than one (suggested) its the biggest, and the most elaborate, suitable for the powerful and wealthy. Whether in plain sight (and no one acts against it) or a well kept secret, the Guild hall is also the seat of business.

what Characteristics would members of each guild have?The Guild controls the city through its loins, bribing anyone and everyone to get what they want, and destroying anyone who stands against them with blackmail and buried secrets.The Guild on the whole is one of secrets, subtlety manipulation and scheming. Its members hold long grudges and smile at you kindly even as they stab you in the back. This guild is the spider in the web.

What Tactics do you think their members would use in Battle?If it has come to open battle the guild has already messed up. Destroy your enemies with blackmail, turn their allies against them, and most of all, let others do your dirty work. If open combat became a reality, the Guild would contract out to another, perhaps by blackmail or perhaps in exchange for information or a favor.

What races do you think fit in each guild?Humans are the majority, but halflings and half-elves both make a sizable minority. Surprisingly, a number of Dwarves have adopted this guild as well, but not as many.

What Characteristics would members of this guild have?This is the guild of the acrobats and cat-burglars, the conmen, the grafters and the scammers. If there is a oppertunity to separate someone from their hard earned cash, they will be there.In general, the guild loosely separates itself between the more agile thieves and the social conmen, though there are plenty of folks who do both. Specialists and coordinated teams are the norm, with multiple members taking different roles and splitting the take.Those of the Guild take a perverse pleasure and pride in their scoundrel ways. Many have never held a honest job in their life, and most would prefer a low-paying crime to a steady job even if offered. Its not just the money, its the thrill of taking what someone else has and making it yours. Its the thrill of winning what you never earned, of breaking the law and getting away with it. Breaking into a heavily guarded safe and stealing the jewels inside may be just as much about the safe as the jewels.

What Tactics do you think members would use in Battle?Avoidance if possible, and running if the cards are not absolutely stacked in their favor. They favor fighting dirty, ambushing and trapping those who oppose them, or tricking their opponents into fighting themselves. Bribe those who can be bought, and assassinate those who cannot. Leave your foes running scared and flinching at shadows. Fear is your friend.

What races do you think fit in the guild?Thieves come in all types, although halflings and humans have the majority. Half-elves who feel out of place also gravitate in, and Half-orcs provide the muscle. Tricky gnomes sometimes fall in as well.

Pride-Mages Guild, either has its own hall or uses the local Arcane School. Unlike the others, the Mages Guild is fairly blatant about their existence.

What Characteristics would members of this guild have?The only real entry requirement is to have skill in the arcane arts. The more powerful, the higher you might go. The Mages Guild holds a monopoly on enchanted goods and spellcasting services, so they are no economic slouches, but usually it utilizes spellwork to do its work instead. While spellcasters exist in all guilds to some extent, the Mages Guild is the major powerhouse, and they are not hesitant to remind people of that.It should be noted that the Mages Guild can be fractious, arrogance and ambition sometimes putting them at each others throats instead of working together.

What Tactics do you think members would use in Battle?Fireball.In all seriousness, members of this guild will depend on spellcasting ability to blast/beguille/scare away trouble, according to individual preference. There is no telling if a mage will blast his way out or disappear in a puff of smoke. Even the most uninclined to combat will have a spell or two if he gets caught in a corner, though.

What races do you think fit in the guild?Elves primarily, but other races make appearances as well. The gnomes make excellent artificers, for example. Its a mixed lot.

Gluttony-Merchant Alliance. Guild hall located somewhere in the docks, probably.

What Characteristics would members of this guild have?While not as rich as the bankers, this guild is an economic power, controlling nearly all the goods running in and out of the city. Ships, caravans, riding on the back of a dragon, if it gets sold in the city they probably had a piece of the profit. They also run a smuggling service, getting products - or people - in and out under the nose of the guard.

What Tactics do you think members would use in Battle?Traveling with expensive goods is dangerous, so the guild employs a large number of guards to deter theft and banditry. If necessary, these men could be mobilized within the city, whether it was to defend its storehouses... or seize a rivals shipment. Risk is measured against reward in all they do, although sometimes the lure of the big score can be too much to resist.

What races do you think fit in the guild?Mostly humans have both enough ambition and are canny enough to both get the goods delivered and bargain a good price. Dwarves make an appearance as well, dealing in jewels and metals. Half-orcs, again, make good muscle - but are rarely in positions of power and leadership. There are always exceptions, however.

Other ideas:Greed: Bankers, Miners (well, mine owners) and the Rich. Run Loan Shark type buisnesses as well. While the Merchants control the trade in and out, this is the equivalent of the modern day Mob otherwise.Sloth: Nobility and Old Money. This 'social club' of nobility has never worked a day in their collective lives, but has enormous influence over the city. If there were any royalty they would be in here.

Issues: Greed and Gluttony are kinda overlapping. Same goes for Sloth, which lies somewhere between Lust and Greed. Putting a more criminal spin on Greed then originally planned will help, but I need to give Sloth something original as well.

I would not necessarily consider pride and magic linked. Many view magic as cowardly, and their constant use of that, with the derision it entailed, would be incompatible with pride. I see the merchants, ostentatiously rich groups being associated with pride, along with champion warriors and perhaps gladiators.

When I think of the powerful, flawed warriors in history and fiction, Pride is frequently their driving emotion, and their downfall.

In battle, Pride would likely underestimate their opponents, and attempt to finish opponents in as direct - and 'openly' honourable way as possible. Of course, they would secretly attempt to weigh the dice in any manner possible, but they will always make an attempt to appear to win battles based on personal valour or skill.

The guildhall, regardless of specific structure, would be big, blatent, ostentatious and obvious.

I was imagining pride = arrogance, which most certainly is a mage trait, but I can see the argument.The mages guild does not really work for any of the other sins, though, so if not Pride then it might not be used. (Wizards work too hard to be Sloth, Greed might work on certain levels but mages are not rich by definition, though they can be...) I guess just have it be a independent organization, with various mages aligning with different guilds, if you don't use it as Pride.

OK now that i have the time to properly respond to this . So lets start:

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The mages guild does not really work for any of the other sins, though, so if not Pride then it might not be used. (Wizards work too hard to be Sloth, Greed might work on certain levels but mages are not rich by definition, though they can be...)

see i disagree with you on this idea, and here's why: each guild can have mages, its how they go about their spell casting ( this kind of goes back to the idea of tactics each guild would use.)So, for example, Mages of the school of Envy, the sin of wanting what others have, might specialize in Polymoreph spells (transmutation?), spells that allow the members of the guild to have the looks, power, speed, (etc.) of other creatures. or maybe on abjuration magic (magic that focuses on suppressing magic other than your own.)

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The Pride people should either fight honorably or do anything to win. In either case they would either fight to the death or concede defeat and hold a grudge.

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When I think of the powerful, flawed warriors in history and fiction, Pride is frequently their driving emotion, and their downfall.In battle, Pride would likely underestimate their opponents, and attempt to finish opponents in as direct - and 'openly' honourable way as possible. Of course, they would secretly attempt to weigh the dice in any manner possible, but they will always make an attempt to appear to win battles based on personal valour or skill.

See this agree with ( mostly). I agree that those who are of the PRIDE guild should NOT back down!, FIGHT till the end, for they are to ...Proud... to back down.Ex:a warrior of PRIDE might be a Noble, some one who is proud to be part of a long lineage. When going in to battle they would take something that holds significant with them ( Family shield, Sword, Etc.) something that feeds their honor/pride. Either chooses to not back down (death before Dishonor to house) or surrender, and exile themselves from their house/guild.

Now sense we're on the subject of Pride, I think they would have spell casters, but, as far as which school of magic they would specialize in, I'm a little torn on. On the one hand i would think Necromancy could be considered under PRIDE, because to me it would be the spell casters summoning the skeletons/ resurrecting the fallen warriors of their family/guild. Likewise i could see Illusion as a PRIDE spell caster focus they could manipulate themselves "to perfection".HOWEVER, I could also argue Necromancy for Gluttony,because its magic that manipulates the physical body for the unending hunger of life.

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I can see magic being perfect for sloth, especially necromancers, summoners and diabolists. What better than getting someone/something else to do your dirty work...

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Maybe, but doing that stuff is hard work. Necromancers work for years refining their art (sometimes centuries) and sloppy summoners don't tend to live long.

I agree with the Summoning part, Valadaar, Likewise, I also agree with Darkstand about the Necromancy and the Summoning Partly. Necromancy does take years of study and hard work ( but dosent all magic?)But with Sloth, its doing the least amount of stuff till you absolutely have to. With Summoning (Conjuration), Those of SLOTH can call minions and other beings to do their bidding for them, and calling for what you need when you need it.

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Scrasamax, on WRATH

THIS I LIKE Victory at any cost!! Channeling the RAW HATE, the RAW POWER of the world against their foes!Tactically, i see these being the people running head on, into the fray, in a chaotic rage. Barbarians for SURE! As far as a School for these casters, i say Evocation, channeling the RAW power of magic to destroy their opposition.

OK So now Im going to Summarize and add my thoughts: The Leaders are my ideas ( as of right now) based on the Research i have done and your opinions...

PRIDECharacteristics: Proud, arrogant during battle, looks down on ALL others as they are "below them". Possibly members of Prestige or Nobility (royal or otherwise).Tactics:Fight to the end or until Dishonor (potentially suicidal Devotion), Use Illusion Magic to put the odds in their favor? Possibly Necromancy as a secondary school?Races: Elves, humans, gnomes.Business: Any that take a lot of skill (sculpture, Smithing, jeweler, Gem Cutter)???Guild Hall: Possibly the "highest" ranking nobles house. Maybe the oldest families castle?LEADER: High Elven Vampire Lord Ruil'Firenrah (translated: Noble, of The Dark Autumn Beast

GREEDCharacteristics: CRAVES IT ALL, Out for themselves, Betrayers, Would Turn against own friends/family(guild members?) for the right price. "ALL for ONE"SneakyTactics: Attack the easiest target 1st, or "Most valuable" target. If the Price is right attack own allies, Sneak attacks, Flash Mobbing. As far as Magic, TRANSMUTATION specialist! Changing the world around them into greater objects, embracing the SELFRaces: ANY AND ALL! ( looking at Halflings and Humans mostly, and any of DRAGON descent)Business: Any and ALL BABY!! (BUT a master at none and kind of half-a$$ed... kind of like Wal-Mart )Guild Hall: The Biggest/BEST fortress in the land, in a forgotten ruins with hoards of valuables ( or maybe a large warehouse, someplace where every one can hide their own stash?)LEADER: Ancient Blue Dragon FÁFNIR ( disguised as a Human) >> Crusader Axton Briggs.

LUSTCharacteristics: manipulative, Deceiver, the Puppet-master, controllersTactics: HEAVY female Focus, Trick people into thinking their weak and helpless( an "injured" women) then Striking Hard and fast( the men come in and Finish the job). Getting others to fight for them. Attack the Targets mind, will, and emotions to put them in a position that satisfies their wants.Magically, the masters of Enchantment, using spells to charm their pray and lure them in on their terms for their delight.Races: ALLBusiness: Black Mail? Fraud, (could say theft but how is it theft if they just hand the money over to the pritty girl with the big BOOBs?)Guild Hall: Lady Zelda's Emerald Web ( a Burlesque Mansion, with a hidden cave entrance to an old drow house.)LEADER: Drow Noble Lady AmalKron, The "Blessed Venom"

ENVYCharacteristics: cocky, resentful, possible low-self-essteemTactics:Aim for the targets strengths removing them from the conflict. Suppressing your target.Magically, Masters of Abjuration magic, or masters of (Specifically) polymorph spellsRaces: Humans and Half-Races.Guild Hall: I dont really know what to do here (maybe a "MESH" of all the "strengths" of the other halls??)Business: Assassinations, Theft ?, copy others and get what they have??????LEADER: Honestly i was thinking a Doppelganger, with more of a Ploymorph ability ( Rather than an Alter Self ability)

SLOTHCharacteristics: Slow, apathetic, Squandering their "gifts", possibly the Strongest of all the guilds, just dosent care to use their abilities till their absolutely needed.Tactics: Have others do the work for them (with GREED around, its not always an issue), if not possible, very lazily planned ambushes/traps, usually reckless results.Magically, Masters of Conjuration, summoning Minions to do the bidding for themselves, and to conjure what they need whenever they need it.Races:All, though i think halflings might make up the majority... even if its only by 1%Business: Drug organisations, farming, Herbalism??Guild Hall: Sewers of the City, someplace they dont have to do much to/with. ??LEADER: Master Jerrald Slogg, A.K.A "The Dreamer", A.K.A "The Gate Keeper"

GLUTTONYCharacteristics: Lack of self discipline, over indulgent, over doing it, never satisfied, Ravenous hoardTactics: Over dues it, sending more members than are needed for a job,never satisfied with what life gives them ( including their life span.)Always looking for ways to feed their unending hunger for life.Magically, Masters of Necromancy, even after death having the ability to enjoy the fruits of "life", raising their fallen Guildmembers to continue the battle and enjoy more out of life.Races: All, though i think human's and Gnomes would be more affiliated with this one. ( also a mix of undead )Business: Tax/debt collectors, LARGE scale thefts( talking whole ships, or shipments here) EXTORTION, MOB-LIKE doingsGuild Hall: kind of hard to decide here.LEADER: Was Thinking of using a Demon of some sort ( or something along those lines) A.K.A "The insatiable".

WRATHCharacteristics: Brooding, HATEFUL, strong vengeful anger or indignation, NEVER forgetting when scorned or when they feel they've been wronged.Tactics:Head on massacre, inhuman rage, full on attacks, that are very violent and careless. Harnessing the pure power of hate and focusing it on their targets.Magically, MASTERS of Evocation, using the raw magical energy to DESTROY their targets, or causing HUGE amounts of destruction.Races: ORC's primarily, though Half breeds and Humans are both present.Business: RAIDERS, PIRATES, Freelance Military.Guild Hall: Honestly,Putting the guild hall in an Arena seems too obvious, i'd almost want them to be places underground, someplace to feed the Brooding HATE...LEADER: Captain Shauggith A.K.A. "The On Coming Storm"

WHOO , WELL THEN, that's whats we gots for the moment. Please Let me Know what you all think.

A doppelganger sounds very good. That way it could covet new positions and move through society, leaving a wake of corpses. It might be hard for the leader to communicate with its subjects though, maybe it sends a letter or something everytime it changes its body and have intermediates communicate its wishes, but of course that will leave clues for the PCs to follow.

A doppelganger sounds very good. That way it could covet new positions and move through society, leaving a wake of corpses. It might be hard for the leader to communicate with its subjects though, maybe it sends a letter or something everytime it changes its body and have intermediates communicate its wishes, but of course that will leave clues for the PCs to follow.

I like you Gossamer, Your good people!

But on subject here: As far as communication between the "leader" and the guild, i plan on having Fake leaders who know the real identity of the True Leaders, weather that be by a secret code or maybe the use of a secret seal. Something Sneaky.SO, i plan on having it as this:

Council Member (True Leader)( one of the seven i have named above)Guild Leaders ( Fake leaders of the guilds, more than likely, they'll actually be the True Leaders right hand's.)Guild Members ( by Rank)

This is what i think will work nicely, give the PC's something to work on. Though I dont think I'll do this for all of them. I might use Secret Identities for some of the others.EX: I might have the Leader of LUST (Lady Amal'Kron) Be known to her members, but the council knows her as Sasha "Zelda" Subeam, a half-elf who moved from one of the local towns, to the capital, and opened Lady Zelda's Emerald Web

What are your thoughts about the other Leaders? What about the Guilds, do they seem like their set up with the correct Tactics, Businesses, Etc?

I think I got most of them Pritty spot on but am still thinking about it. I want them to have their own Characture sheets/ Guild sheets and i dont want to be reduing them a dosen times so i want to work out all the bumps first.